Guide not meant for(M16):

Not meant for:

Base Attributes (Ability Scores)

Ability Scores

STR First choice

Well its a dmg boost not much to say there, along with the Stamina regen is nice addition

CON

It’s still going off your characters true base HP so you’d get even less out of it now than you did last mod. Lets say last mod you had 30 CON (Means 20 since last mod 10 was base) That’d grant you 4,708.08 extra HP (235.404 per point) now lets say you have 20 CON this mod it’ll give you about 3,960 extra HP (198-199 per point) So the primary effect grants you next to nothing you’d only be getting a bit of a boost from AP

CHA

Putting all your points into CHA will net you around 200-230ish in each stat(varies on your Comp influence, might get more outta it than I did but Dom insignia’s kinda come first over this source of Comp influence) so about 1800-2070 stats total spread out, along with reducing your cooldown on powers by about .4-.5 of a second. Overall isn’t a bad choice, extra stats n’ slightly faster casting.

DEX

Here’s the dmg bonus diff between 3% sev versus 230 power from CHA (not including the additional stats you’d get)

5.7238896044 Base (Neither)

5.7292913614000005 Power

5.7604470044000005 3% CS (only 50% chance)

Since it’s only 50% it’s a hit or miss at least with power it’ll benefit you all round whether you crit or not.

So you’d have to justify if a 0.03% damage increase to your modifier total that is active only 50% of the time is better than .4-.5 reduce cooldown on your powers. (Which I’d say isn’t unless your literally casting a power once or twice, which still may not crit for you)

For each point spent in DEX is 1% Crit chance, and 399.775 Critical Strike is 1%.

Paragon

It’s all dependent on the loadout you’re using and the state in the game you’re in, along with what the group needs. Generally speaking SM is the ideal choice in most situations, and generally the most known n’ used path.

Swordmaster

Iron Vanguard

When it comes to Armor, none of that really matter till you’re 70 then take a look at the Pre-BiS Set equipment that could be passable, but not ideal in situational moments all depends what is available to you at the time, though when you get more serious personally I recommend the All Rounder for most players unless you really want to max out your efficiency.

Armor Breakdown

Pre-BiS Set

Okay so your a new level 70, or a progressing campaign character, then it’s rather simple Primal gear from 12B is now sold in the Seal Merchant For Seals of the Brave which replaced the old “common” seal, Seal of the Protector, so doing Non-Leveling Dungeon Content you’ll be rewarded the seals for the gear.
You can use that till you get your hands on the Omu/Ravenloft gear. ^-^ That should get cha through till then.

Optional Gear

Armor Kits

Overload Enchantments

What it is:

First of all you’ll find the Overload Slots on your Head, Arms, as well as some Companion gear, but I wouldn’t recommended the old pre-M14 IG +5 Companion gear, hence the reason those are excluded from this.Overall they are something to further increase your effectiveness, but are not mandatory and can get quite repetitive to re-stock.

Where to get them:

Depends on which you are using at the time, most of the ones you’ll be slotting and switching between often will be the Slayer Marks, which can be found within your Stronghold, at the merchant to the right of the entrance to the Guilds Hall. While others such as the Dragon or BlackIce, that you may use when you’re in lower tier content, or have no need to slot another enchantment you may find on the AH, or within certain content such as KR, Elol,Tiamat, or EsoT.

(PH transferring n’ tweaking my old info.)

Shirt n’ Pants

Still don’t believe there’s a amazing pair in the current state of the game, though these are my choices. But there are some alternate options you may use if you can’t obtained the ones mentioned, just go for ones that suit your lacking stats. ^-^

Shirts

Not ground breaking by any means, granting a tiny bit more Critical Strike and a decent boost in defense compared to its combatant, and its bonus is only good for those that use Savage Advance since Slam doesn’t do all that much dmg, and may not actually get the bonus, if it’s like Fear Bringers Daily effect on slam.

Not a bad bonus, won’t make or break you’re character, why we use it over some others is the stats are fairly beneficial for us, gaining some power back from Steely Defense, and the extra bit of Lifesteal.

Alternate options

Shirt of the Chultan Merchant

Berserker´s Gemmed Exquisite Elemental Chainmail

Everfrost Tunic

Drowcraft Tunic

Soldier’s Gemmed Exquisite Elemental Chainmail

Pants

The Bonus is fairly eh, but still is a minor stat increase compared to Pants of the Chultan Merchant, both suffering from the lack of up-time on the bonus, yet any increase to movement is alright since it’ll keep ya alive in certain situations, recommended to every GwF as long as you don´t need other stats that other gear may provide.

Mainhands

Pre-BiS Main-hands

The bonus will practically always be active in groups, as well as normal content with exception to very slow attacking enemies, will lose to the MW III set in M15. There’s really no reason to use any of the prior sets go immediately for the Primal.

BiS Main-hand

BiS in M15, the Weapon Damage really helps, along with the bonus from you and other players this’ll be ahead even if you were getting 8% from allies and not using the set yourself, you’d be losing out if you were using anything else. This set should be used by everyone in this pointless mod. ^-^

Pre-BiS Off-hand

BiS Off-hand

BiS Off-hand

Artifact Class Feature

Artifact Class Feature

If you’re going with a singular Off-hand then go with Destroyer since it’ll benefit both, mainly wanting it to benefit AoE since ST doesn’t need much movement speed, while for Campaign/speed build can fall under both, depending on your taste of powers.

Alternate Neck n’ Belt

Set Bonus

Jewelry Kits

Either works just pick the cheaper one. cx They won’t make much of a difference.

Rings

There´s a fairly nice range of rings we can use at our disposal, now it doesn’t need to be legendary(at least +4), but its for those that have it, or plan on getting it, so we’ll want rings that do the job nicely. Seek the respected content.. (All-rounder rings in the Module Modals (such as Omu), while seek out Situational for Dungeon Based/Campaign(Movement) Rings.

Pre-End-game Content Rings

For those still trying to catch up, use any of the following. Lower Grade Rings at the top and the better ones near the bottom. c: These rings are just primarily for the stats, and that they are easy to get your hands on.

Primal Restoration Ring

Primal Raid Ring

Beaded n’ Bronzewood rings will be a ring that could be be in your Arsenal for quite a bit, but at this stage it’s more for that crowd that pays their way into Power, their decent rings, but their bonuses don’t work on comps, and can’t beat % based rings. ^-^ Good for da stats.

Can easily be obtained early on from the Barovia Campaign, and is equivalent to the Undead +5, so you won’t have to farm it. c:

General use BiS Rings

This’ll be the ideal choice for the front page due to the Bonus, along with the wonderful stats included, only exception would be to switch out for a Dmg % ring against a Type of enemy such as Undead.

Not the best on the front page due to its eh bonus, though the stats are quite nice to play with, though the Bonus effect does work on comps.

If ya lack both Shadowstalkers, taking on one of these isn’t a bad idea, though the stats don’t help as much, compared to others, though it’s bonus is a nice compromise.

I don’t recommend this ring in most cases due to the chance you’ll just end up replacing it on the front page, but if RNG doesn’t treat you well then sure go for it. :3 Unlike with the backpage where the same case applies, but at least this has the stats you’d want, plus they got a lil’ boost with M15.

Dungeon Specific Rings

These are rings that’ll be ideal for certain dungeons/Skirmishes/Raids, with the rings mentioned under the contents name..

Tomb of the Nine Gods

In most cases this’ll be the ideal choice over the Yuan-Ti but neither of these two rings are needed at all, but this is a Damage increase against undead, even though their differing items the 5% bonuses don’t work together.

Primary Artifact

ST

The best ST artifact, effected by buffs unlike WoE, and shines in boss fights/Elite mobs in groups of Adds. Yet isn’t needed in campaign zones.

Pre-BiS AoE

As long as you grab the fire this is a great Artifact for AoE, yet most beneficial in content with lots of Adds, n’ not really any elite mobs.(straight in front of you when casted, maybe hard to get off sometimes since group mates can deny you from getting the fire with their own wheel, or taking it before you, mind you sharp turns may mess up where the wheel casts the elements, but it would be ideal to have a wheel buff slave instead.

BiS AoE

It takes advantage of all the GWF’s Damage unlike the Wheel of Elements.

Campaign/Speed build

For the sheer purpose of Speed this artifact would be your go to choice either it be a speed build in a AoE situation in a dungeon(since someone else can throw down wheels wind for you) n’ you likely dont need the dmg, or just running around in a campaign zone. :3

BiS AoE

3rd Artifact

Starter

Lantern of Revelation

The first Artifact you’ll get ya hands on, useful up to the point you don´t need that much Armor Per. (When you get to the Mid range content, and your comp has you Covered), then Look into replacing it. ^-^

Pre-BiS

Heart of the Blue Dragon

A decent upgrade from the Lantern, since the recovery it turned into power, due to da Feat.

BiS

Eye of the Gaint

A quite interesting artifact due to its Large amount of Stats given With HP benefiting towards AoC, Power directly towards Dmg, Crit n’ Armor Pen for help towards our Caps(plus power increase, due to Armor Pen), and Defense turning into more Power due to our Feat. ^~^ Overall a nice Artifact. In the case that you’re running this for the Campaign load-out switch this back to Wheel of Elements.

Campaign/Speed

Aurora’s Whole Realms Catalogue

Generally wanted for the Movement, but the bonus Gold Gain is also quite nice.

Alternate Artifacts

Alternatives

All the following can be replace some of the starting artifacts listed above, but the BiS ones are still those above.

ST/AoE

Kessell’s Sphere of Annihilation

Sigil of the Great Weapon

Thyan Book of the Dead

Campaign/Speed

Tacticians Banner

Symbol of Air

Siege Master’s War Horn

Feats

Generally speaking theirs only one core path and each load out has its varied feats being situational for different ranges of Gwf’s when it comes to stats, or what you’re facing at the time, so take that into account, You don’t need every loadout.

Breakdown on Feats

Breakdown on Feats (PH Overhaul)

Heroic Feats

Column 1

Unstoppable Action

You need to spend atleast 1 extra Feat points in the first two columns.

Between Unstoppable Action/Fast Runner/Armor Specialization these choices are the less desirable feats with not really any noticeable effects, or out right broken. Out of the three this one’s the best yet as I said it doesn’t make much of a difference even if for some reason you did 5/5 you wouldn’t notice much AP gain difference since you earn a lot of AP naturally.ST/AoE
For the purpose of Bosses and Most cases for AoE this would be where the point would be spent, since unless you run with a great group in AoE you may need the extra damage, if not see Fast Runner or Campaign/Speed loadout.

Disciple of Strength

Disciple of Strength Formula
[1+(2/4/6*(1+(STR-10)*0.01))*0.01*(1+(STR-10)*0.01)]
(Sharp made it a bit more complicated. cx )

STR provides 1% Increase DMG naturally, of coarse with Diminishing, as shown below.(Janne’s~)
Simply put with 28 STR the feat provides 1.02/1.05/1.08 per STR, very slightly increases with more STR, but not enough to change the Increase as it diminishes naturally.ST/AoE/Campaign
Pretty much required for all loadouts wonderful feat that will always benefit us.

Toughness

This feat grants more HP than you’d expect per rank.ST/AoE
If a Pally is present running AoC then it’s a must, practically every run at End-Game there’s a pally so this shouldn’t leave those Loadouts. In the case of lower tiers I’d recommend still keeping it on for survivability.Campaign
Depends, if you’re with a pally friend sure due to AoC though if you’re alone then it can still go both ways if you’re too squishy and need the HP then go ahead, but if you’re fine without it the more often Primal Weapon set Bonus has a chance to proc, compared to other feats you can justify switching this one.

Column 2

Fast Runner

ST
Doesn’t really serve any purpose to help ST since you don’t need any faster movement in a boss fight.AoE/Campaign
If you don’t mind a drop in damage n’ just wanna get to places faster it’s wonderful for Campaigns, as for AoE same case revolving around damage, if you can suffice a lil’ damage with your group then it’s a why not case. -w- Used in Campaign/Speed Loadout.

Armor Specialization

(Most have around 6k Def)
So if ya did 3/3 AS it’d give you around -5.7% DT-ish.

*Non-Visual on stat sheet.
Not touching this one when it comes to explaining it in detail. Just hope it works the same between GF/Gwf. No one would want to double check this, either way there’s better feats to pick.
Column 3

It’s affected by all sources of Defense such as Shepard’s/Protector’s/Cavalry’s/Comp Legendary Bonus/Bonding Defense Sharing

All Content
Pretty much a must have, while it doesn’t scale that great the more defense you have it’s still a Dmg increase.

Constitution Focus

For each point of CONCR increases CON Base HP effect increase by (.1(23.5404HP)/.2(47.0808HP)/.3%(70.6212HP)) and DI increase by (.05/.10/.15). See Attribute class effects within Attributes If you wish to see base gain.

If you run my Attribute Setup (18 CON), you’d gain 564.969 HP and 1.2% DI.All Content
A fairly poor feat due to how CON works since it’s based on literal Base HP and not MHP and it doesn’t grant much DI, in our current content there’s not much of a reason to use it, though with M14 were getting a lot of Extra Crit, yet not enough to the point were you’d switch out points from Weapon Mastery.

Grit

Column 4

Weapon Mastery

Pretty basic it increases your Crit Chance by 1/2/3% covering 399.775/799.55/1,199.325 Critical Strike, yet most can only take 2/3 for two reasons. One, most are Half-Orc or the Greasy expensive Lizard since they’re ideal for what they provide and don’t have any extra heroic points to spend, yet Human still will be acknowledged. Due to the additional Heroic feat points(3x) it could pick up 3/3 of this feat yet still will have 1% less Crit Chance and see Unstoppable Recovery or Constitution Focus for the extra 2 points, nothing else will benefit ya much more. Secondly there’s nothing worth dropping for 1% extra Crit Chance, for the Half Orc, nor anymore for theGreasy pants.

All Content
In most cases you’ll keep this feat, though if there isn’t any big change to stats coming up in M15 then we’ll likely start needing less and less Critical Strike, as seen already with M14, but it’d be a last case Scenario, so keep it as is, if that ever does occur switch to Constitution Focus.

Devastating Critical

Ubiquitous Shield

Instigator Feats

Column 1

Student of the Sword

Fleet Footed

Column 2

Vicious Advantage

Stunning Florish

Reinforced Surge

Coulmn 3

Warrior’s Rush

Flanking Maneuvers

Column 4

Nimble Runner

Allied Opportunity

Column 5

Group Assault

Crippling Strike

Capstone

Instigator’s Vengeance

Destroyer Feats

Column 1

Great Weapon Focus

Deep Gash

Column 2

Disciple of War

Staying Power

Improved Reaction

Column 3

Mighty Blade

Unfettered Strikes

Column 4

Executioner’s Style

Relentless Battle Fury

Column 5

Focused Destroyer

Battle Awareness

Capstone

Destroyers Purpose

Sentinel Feats

Column 1

Unstoppable Recovery

Scale Agility

Column 2

Powerful Challenge

Grim Promise

Battle Trample

Column 3

Living Wall

Countless Scars

Column 4

Grudge Style

Intimidation

Column 5

Master at Arms

Defiance

Capstone

Sentinel’s Aegis

Old info *Constitution Focus – This Feat won’t be used in most cases, it’s simply a min/max feat. If you get to the point of next to everything being maxed out and no where to drop the extra Critical you have for other useful stats than I’d suggest this over Weapon Master.

Weapon Mastery – This Feat is typically used in any build simply due to it providing Critical Chance, yet can become obsolete in the future if they don’t increase caps.

Disciple of War – Grants a decent amount of Power depending on your Armor Penetration n’ Recovery, nothing spectacular. Understandably dropped for Mighty Blade if there’s more than one enemy present. ^.^

Mighty Blade – Since the re-work to a useless feat made wonderful for AoE purposes, rarely ST in most cases this’ll be a ideal feat for most content, once again if there’s more than one enemy.

Staying Power – If you’re running the IV variant this feat wouldn’t be an option so you’d likely use Disciple of War, and Mighty Blade.

Unfettered Strikes – For the purpose of campaigns, you’d drop Disciple of War for this, just due to the increased movement speed, since this boost in dmg is quite minor and not needed.

Relentless Battle Fury – Very situational it´s good for the CDR of BF, and increased Duration of BF, yet could be made obsolete with group CDR effects, yet allows you to dish out a bit more powers (Typically At-wills) during before re-casting. Can be preferred over the other option due to that reason.

Battle Awareness – Depends on your style of play, take advantage of Slam, Battle Awareness while the CDR effect of SA can be negated by Artificers Persuasion/Influence if used together, not including the group CDR effects.

BF ST Build

Pro – Prolongs BF to extend dmg Output before having to recast, granting you more lenience on your groups CDR.
Pro – Granting you more lenience with your Dmg output n’ keeping all buffs active longer since BF would be the first to run out.
Con – Only Increases duration, not a direct dmg increase so it can technically be beaten by BA in rare instances.

Load-out 2 (End-game AoE)

For End-game AoE(You can typically stick with you ST variant), this load-out really won’t alter in anyway throughout your play I’d recommend this, but you can use either personally I’d take RBF due to the faster Battle Fury to get throughout the dungeon faster.

Load-out 3 (Campaign/Speed)

Alternate Load-outs

Load-out 4 (No GF/red mark ST)

If you’re in a group lacking a GF, this is for bosses ST for marking purposes and Dealing the best dmg, if there’s a lack of Adds in the Boss fight. Same case applies as Load-out 1 with BA n’ RBA so read Load-out 1.

Load-out 5(No GF/red mark AoE)

Powers

Breakdown on Powers

Go here and view any of the powers you’re curious about, I finished updating all their notes on Jan 31st, removed the images here since a few of em were quite outdated n’ it’s easier for me to reference you there for now. c:

Main Load-out Rotations

Load-out 1 (End-game Slam ST/BF ST)

Once a boss fight is commenced wait for Pally to take aggro. •^• While going (left/right/center) coordinated with your group so your not in the way of the tank and open for the buffers to buff, Start with Slam, the initial tick can grant a Destroyer stack, not any further ticks though, as well as granting Shepherds Devotion to you and your group make sure to animation cancel out of it. Next set off your (Tenser’s/Trex buff/Swarm) to buff up and grant Cavalry’s Warning n’ quickly follow with WMS to apply the debuffs, also giving you another chance to gain a Destroyer stack on the initial hit, of coarse animation cancel n’ lead into BF animation cancel, and use HD for the buff giving you another chance of gaining a Destroyer stack and animation cancel again. Cast Soul Sight Crystal for the buff as well as Artificers, make sure to animation cancel and trigger your (Full)Determination once again animation cancel n’ IBS immediately, followed up with either (SS/IBS) depends on your groups CDR you may cast multiple IBS’s(1-3 times), throughout your Determination this’ll grant Destroyer stacks and Destroyer Purpose stacks just remember most of your buffs will run out just as your determination is pretty much finished. Rinse n’ Repeat if the boss isn’t dead.

(Add GiF)SM Crescendo(GF Marking)

Once a boss fight is commenced wait for Pally to take aggro. •^• While going (left/right/center) coordinated with your group so your not in the way of the tank and open for the buffers to buff, Start with Crescendo, all the hits can grant Destroyer stacks through Focused Destroyer giving you 4 chances, you want to animation cancel out of the final hit, as well as granting Shepherds Devotion to you and your group. Next set off your (Tenser’s/Trex buff/Swarm) to buff up and grant Cavalry’s Warning n’ quickly follow with WMS to apply the debuffs, also giving you another chance to gain a Destroyer stack on the initial hit, of coarse animation cancel n’ lead into BF animation cancel, and use HD for the buff giving you another chance of gaining a Destroyer stack and animation cancel again. Cast Soul Sight Crystal for the buff as well as Artificers, make sure to animation cancel and trigger your (Full)Determination once again animation cancel n’ IBS immediately, followed up with either (SS/IBS) depends on your groups CDR you may cast multiple IBS’s(1-3 times), throughout your Determination this’ll grant Destroyer stacks and Destroyer Purpose stacks just remember most of your buffs will run out just as your determination is pretty much finished. Rinse n’ Repeat if the boss isn’t dead.

(Add Gif)

Load-out 2/3 (End-game AoE/Campaign Speed)

Alternate Load-outs Rotations

Load-out 4/5(No GF/red mark ST/AoE)

These play-styles is if you’re group is lacking a GF/2nd weaker gwf, though IV lacks AoE, so if you’re group can’t kill a boss quickly and adds are present consider to go with the SM variant with your preferred daily to cover the AoE with WMS,or if you prefer not having to switch loadouts.

IV Slam

Once a boss fight is commenced wait for Pally to take aggro. •^• While going (left/right/center) coordinated with your group so your not in the way of the tank and open for the buffers to buff, Start with Slam, the initial tick can grant a Destroyer stack, not any further ticks though, as well as granting Shepherds Devotion to you and your group make sure to animation cancel out of it. Moving into Threatening Rush on the boss for the Mark and Debuff along with chance at a Destroyer stack, animation canceling it once the target is hit. Next set off your (Tenser’s/Trex buff/Swarm) to buff up and grant Cavalry’s Warning n’ lead into BF animation cancel, and use HD for the buff giving you another chance of gaining a Destroyer stack and animation cancel again. Cast Soul Sight Crystal for the buff as well as Artificers, make sure to animation cancel and trigger your (Full)Determination once again animation cancel n’ IBS immediately, followed up with either (SS/IBS) depends on your groups CDR you may cast multiple IBS’s(1-3 times), throughout your Determination this’ll grant Destroyer stacks and Destroyer Purpose stacks just remember most of your buffs will run out just as your determination is pretty much finished. Rinse n’ Repeat if the boss isn’t dead.

IV Crescendo

Once a boss fight is commenced wait for Pally to take aggro. •^• While going (left/right/center) coordinated with your group so your not in the way of the tank and open for the buffers to buff, Start with Crescendo, all the hits can grant Destroyer stacks through Focused Destroyer giving you 4 chances, you want to animation cancel out of the final hit, as well as granting Shepherds Devotion to you and your group. Moving into Threatening Rush on the boss for the Mark and Debuff along with chance at a Destroyer stack, animation canceling it once the target is hit. Next set off your (Tenser’s/Trex buff/Swarm) to buff up and grant Cavalry’s Warning n’ lead into BF animation cancel, and use HD for the buff giving you another chance of gaining a Destroyer stack and animation cancel again. Cast Soul Sight Crystal for the buff as well as Artificers, make sure to animation cancel and trigger your (Full)Determination once again animation cancel n’ IBS immediately, followed up with either (SS/IBS) depends on your groups CDR you may cast multiple IBS’s(1-3 times), throughout your Determination this’ll grant Destroyer stacks and Destroyer Purpose stacks just remember most of your buffs will run out just as your determination is pretty much finished. Rinse n’ Repeat if the boss isn’t dead.

SM Slam

Once a boss fight is commenced wait for Pally to take aggro. •^• While going (left/right/center) coordinated with your group so your not in the way of the tank and open for the buffers to buff, Start with Slam, the initial tick can grant a Destroyer stack, not any further ticks though, as well as granting Shepherds Devotion to you and your group make sure to animation cancel out of it. Move into Daring Shout for the mark along with the chance the Dmg Res buff to grant a Destroyer stack if 3 enemies are hit. Next set off your (Tenser’s/Trex buff/Swarm) to buff up and grant Cavalry’s Warning n’ quickly follow with WMS to apply the debuffs, also giving you another chance to gain a Destroyer stack on the initial hit, of coarse animation cancel n’ lead into BF animation cancel, and use HD for the buff giving you another chance of gaining a Destroyer stack and animation cancel again. Cast Soul Sight Crystal for the buff as well as Artificers, make sure to animation cancel and trigger your (Full)Determination once again animation cancel n’ use Sure Strike, throughout your Determination this’ll grant Destroyer stacks and Destroyer Purpose stacks just remember most of your buffs will run out just as your determination is pretty much finished. Rinse n’ Repeat if the boss isn’t dead.

SM Crescendo

Once a boss fight is commenced wait for Pally to take aggro. •^• While going (left/right/center) coordinated with your group so your not in the way of the tank and open for the buffers to buff, Start with Crescendo, all the hits can grant Destroyer stacks through Focused Destroyer giving you 4 chances, you want to animation cancel out of the final hit, as well as granting Shepherds Devotion to you and your group. Move into Daring Shout for the mark along with the chance the Dmg Res buff to grant a Destroyer stack if 3 enemies are hit. Next set off your (Tenser’s/Trex buff/Swarm) to buff up and grant Cavalry’s Warning n’ quickly follow with WMS to apply the debuffs, also giving you another chance to gain a Destroyer stack on the initial hit, of coarse animation cancel n’ lead into BF animation cancel, and use HD for the buff giving you another chance of gaining a Destroyer stack and animation cancel again. Cast Soul Sight Crystal for the buff as well as Artificers, make sure to animation cancel and trigger your (Full)Determination once again animation cancel n’ use Sure Strike, throughout your Determination this’ll grant Destroyer stacks and Destroyer Purpose stacks just remember most of your buffs will run out just as your determination is pretty much finished. Rinse n’ Repeat if the boss isn’t dead.

Companions

Helpful Comp Info

A good portion of your stats come from your Companion, primary being Power (When you reach R14 your power should be around 10k) with Critical as your secondary with Armor Penetration as your third.

Summoned Companion

M15 stuffs

The Tiger’s Power of 10% increase damage dealt applies to you an your entire team, along with the 5% increased damage dealt granted from the active bonus, with an up-time of 100% if you’re by yourself make sure you’re Marking(DS) since it provides it the Combat Advantage, it has both Active Bonuses, the only downside to this companion is it’s quite slow in movement. -w•

Companion 4

Companion 4

War Boar

As long as someone is marking it compliments every playstyle we have, along with its consistent Dmg Buff.

Fire Archon

Non-Consistent Dmg Companion that provides 7% naturally, but also granted an extra 1% to its bonus since you should be using Earth and Air Archons as well as granting .5% more towards those two Archons. It’s personal preference when it comes whether or not you want to use it in the end it’ll be 8% half-time and 1% consistent.

Siege Master

Where’s the other CS/CA Damage Comps?

The below companions depend on the amount of Critical Severity/Combat Advantage you already have, in most cases you’ll have the Critical Severity already making these below companions useless. Simply add up your total CA and CS and if it’s past 100% then the additional 10% from CS companions will start to deal less than 5% Damage Increase, causing other Companions to become better options like the ones used above this section. Seek Critical Strike section within Stats for further information.

Azures/Darks/Demonics are the starting option once your progressing your way to R13’s, to help get you up to speed with others, it’s all dependent on your current Armor Penetration And Critical Strike, then you can work toward the mix Power Enchantments.

For the purpose of AoE(trash mobs) exactly 100% Critical Chance isn’t needed so if you’re naturally a bit below that you’re fine. Depending on your play-style(group-wise) will result in what’s best for you. This all depends on your Potion/Mounts Buffs you use. ^.^

Defense Slots

Generally Used Defensive

General

Pre-End-Game

Pre-End-Game

Azures, since it’s defense we benefit from it in having more power overall, yet a very minor increase in damage in the end, as we do from Recovery and Armor Penetration, and isn’t as situational as other options would be.

BiS Weapon Enchantments

BiS Weapon Enchantments

Alternate Weapon Enchantment

Alternate Weapon Enchantment

In most cases you’re going to outright ignore this Enchantment, since it does effectively ruin your damage output, with one exception to IBS spamming (not literally spamming the button) causing it technically being BiS, but you’re better off with Fey in most situations. So if you’re BiS n’ running in the best of the best groups try it out. -w•

For quick boss fights. The boss fight must last no longer than 15 seconds for this to really be worth the AD to use it, though it’s out-shined in most groups due to Fey or Dread, barely ahead of Lightning in ST, primarily benefiting SS.

Poor player’s Holy Avenger, since it does everything Holy does without the extra dmg bonus, other than that rock it if your group doesn’t have one due to buffs. ^-^

BiS Armor Enchantment

Mounts

Combat Powers:

A wonderful combat power we’ve had for a long time, first off the 10% power is always nice (roughly 4-5k power). As for the movement it’s nice to have, but not necessarily needed.The +2 STR/DEX/CON/AC providing nice additional amount of stats, allowing it to push ahead of the Trex Combat Power for personal DPS/Main DPS.

Wonderful addition to our Combat Powers, this is more targeted towards Support/Low-end DPS, though if you’re group dishes out decent DPS then it’ll serve its purpose for you n’ them.

Your Ideal choice is 4k Power, though take the 4k Recovery if you only have the 2k Power due to feats, remember more Recovery more power. Unless it’s between 2k Power vs 2k Recovery, then it’s more beneficial to take 2k Power.

Guild Stronghold

Guild Boons

Offensive

Nothing beats Power. ^.^ The only time you should take Armor Penetration is if your characters new n’ has practically no Armor Penetration. ^-^

Defensive

(AoC)With AoC the best pick is Hit Points. while Defense is better for the lack of AoC, and for solo purposes. Lifesteal is good for soloing harder content that doesn’t one-shot ya. ^-^(No AoC)If you trust the group enough whether it’s a group made or PuG then go with Defense just for the additional Power transferred. But if ya don’t trust people or don’t already have a decent amount of Health restoring meathods then go with Life-Steal.(Campaign)Personally my choice is Life-steal since most cases the enemies are fast attacking and it’ll just help keep you capped over in HP for the Earth Archon Dmg buff.

Utilities

(AoE/Campaign)Simply Mount Speed since you can use you’re mount to get around, yet running is faster in some cases.(ST/Bosses)Revive Sickness is ideal for those situations when bosses sneak in a hit on ya, between your teams buffs. ^.^ Plus you don’t need to ride your Mount in a boss fight.

Sharandar

Sharandar

Simple choice Power is greater than Defense. c:Critical Strike is the only thing worth PvE wise.(AoC)For Damage purposes HP would be best due to AoC Pally.(No AoC/Campaign)No reason to increase HP, if no Pally is present, so Action Points Gain would be preferred.First off personally I’d go with HP simply because the damage is so tiny in most cases, and the healing can help keep you topped off for the Earth Archon, and other cases saving your life, though if you can get to a point in a End-game group your load-outs for those groups can use the damage boons, yet they still won’t make next to any difference.(ST)Elven Resolve, can be made worthless due to BF, but so could EF since the sheer lack of Mobs.(AoE/Campaign) Elvish Fury, since the sheer abundance of Mobs between bosses, n’ within Campaign zones.

Dread Ring

Dread Ring

In most cases this’ll be Power due to the very small Dmg increase, but in certain cases you may go for Critical Strike for the purpose of Min/Maxing, if ya lacking a bit.(ST/AoE)Evoker’s Thirst simply due to the fact that you’re not focusing on Life-steal like Campaign.(Campaign)Either can technically work, but I’d go with Illusory Regeneration Simply because I run with Life-Steal Boon from the Guild Boons and don’t really need the extra Life-steal, but I could understand the appeal.Helps you reach Resistance Ignored cap for the content you’re in.Both don’t do quite much due to the 80 sec Internal cool down, Enraged Regrowth Is another thing that can help save you n’ keep you capped out for the Earth Archon, along with the bonus Defense. Though Shadowtouch, goes along with the other Damage boons, And suffers from the internal cooldown. If you never get hit this will be the Boon for ya.Can’t complain with extra Power/Life-steal/Regen, Power for extra damage, Lifesteal to help keep you alive, Regen to do the same.

Icewind Dale

Icewind Dale

Simply put increases your damage furthermore when ya have Combat Advantage. -w-Not much to say on this, a decent base amount of Stamina gain is nice. ^-^Simply go with Critical Severity.CR would be the ideal since while it doesn’t do much, it’s atleast something compared to the measly 2k taken off an attack.(ST) Avalanche is the best choice due to the lack of Mobs in most boss fights so its more consistent than Winter’s Bounty since WB can end up like other boons, useless in situations.(AoE/Campaign) Winter’s Bounty For the purpose of Mobs to keep Slam going, along with mount Insignia’s.

Underdark

Underdark

Power wins hands down in both cases.Due to us being a critical build go with critical strike, but it your to a point of min/maxing and you´re a bit high on critical strike you may drop it for the life-steal.A flat 10% increase to Combat Advantage Damage will not be looked over. (Mind you it doesn’t appear in your stat sheet.)Simply put you´re not going to be controlled often, if you do you’re typically dead by the end of it, go with the stamina.Straight up increased damage against demon enemies, of coarse only applying to PvE content.

Tyranny of Dragons

Tyranny of Dragons

(AoC)The Dragonheart is ideal for a AoC group due to the increase of HP.(No AoC/Campaign) Dragon’s Claws for the flat increase of power.You’ll go with the Critical, no need for the Deflect.Highly recommend Draconic Armorbreaker, since you’ll need it to break the required Armor Penetration of 85% with my builds, if you switch it for Dragon’s Defense it may drop you into 84% while next to maxed it’s quite hard to find a way to lose a proper amount of stats.This one’s simple go with the Lifesteal.Simply go for the Critical Severity 3/3.

The Maze Engine

The Maze Engine

Simply go for the Lifesteal Severity.Go with the Combat Advantage for increased Damage, control isn’t really cared for.I’d recommend the Stamina Gain, since you get your Dailys quick enough.Due to the inconsistency n’ unreliability of Baphomet’s Might I’d only recommend it for those under 100% Critical, preferably Displace Fate is ideal option.

Elemental Evil

Elemental Evil

Go for the Power/HP of the purpose of Damage.Go with the Life Steal Severity, it’s more Beneficial.Same case applies here when it comes to Min/Maxing if you need the Critical use it, if not go with the recovery. ^-^If you’re still in the process of reaching 100% Critical Strike, you may use Gate of Retribution for extra Critical n’ to restore some HP. (ST)Wall of Wind would benefit someone with 100% Critical n’ fighting a singular target.(AoE/Campaign)Bolstering Storm would be for someone with 100% Critical with multiple Mobs.

Storm King’s Thunder

Storm King’s Thunder

Go with Life Steal Severity n’ HP, not much use for the Control Res.Best choice is the Stamina gain n’ Everfrost, I don’t care for Incoming Healing that much.Both are pretty crappy, while in a End-game group both of these can be made practically useless, the ideal one to go with is Chilled Determination, since it’ll get some up-time.(AoC)Glacial Strength once more the Hit Points due to AoC.(No AoC)Vengeful Heat not great by any means, but it’ll serve its purpose.Chill of Winter is ideal since it’s the only boon that works regularly in a PvE situation.

The Cloaked Ascendancy

The Cloaked Ascendancy

(Groupped)Aura of Hope if you’re groupped up, yet doesn’t benefit bosses all that much.(Solo)Aura of DespairGo with the Critical Sev with HP. -w-Personally Is take the Life-steal to once more aid in keeping my HP capped for Earth Archon. ^-^ Though the Recovery isn’t bad either, just not my taste.Vision of Beyond due to you having 100% Critical Strike (or hopefully close to it) It should be up consistently.

Chult/Omu

Chult/Omu

(AoC)When it comes to groups Tyrant’s Terror, will be your first pick with Chult 3/3 gaining the max of Power n’ HP. Next up with Omu Points you’ll go with Shamanic Grace, 1/3 since there’s AoC n’ it grants the most HP. Next Overgrown, 1/3 granting both Def n’ HP. Finally Fight Not Flight, 1/3 granting you the power Power/HP for a AoC Group, along with benefiting AC if ya use it. -w•(No AoC)With the lack of AoC Tyrant’s Terror Is your first pick with Chult, along with Overgrown with the points from Omu due to HP not mattering that much.(Campaign)When it comes to Solo Content, Tyrant’s Terror, will be your first pick with Chult 3/3 gaining the max of Power n’ HP. Next up with Omu Points you’ll go with Beast’s Burden, 3/3 granting increased Dmg towards Dino’s n’ Some extra HP, for the purpose of recent content.

Soul Syphon will be my first recommendation for ya to pick up with Chult, all of these boons don’t do much, but the HP restore it the best pick, followed by either another point in Soul Syphon or Lingering Curse which is a very minor damage increase, versus the other to keep your HP topped.

Ravenloft

Ravenloft

Undying Death will and currently be the best choice to go with for the sake of how many undead is present in current content. As for Hardened Bones No it doesn’t compete it’s AoC gain is alright and the next best option, but better off with Undead, as for the other two, recovery is a lil’ useless pick right now until Artificers gets a change, and you should know the drill with movement by now. c:
(Grouped)Righteous Sacrifice , simply put the Allied shared power can be power shared by those allies so it’s more useful than one may think. ^-^
(Solo)Blood Lust, would be for solo use since it’s not very good in the consistency department, though at least it works compared to Hypnotic Gaze, and Righteous Sacrifice doesn’t directly benefit ya.

Acquisitions Incorporated Campaign

Acquisitions Incorporated Campaign

Humane Treatment, while it sounds nice I can’t really justify its use, now that might change but currently I can’t quite recommend it’s use unless your leveling the character due to Dragon Cultists n’ Elemental Cultists.

Critically Acclaimed, The one I recommend the most for common use since taking this over power will allow you to switch out crit enchants etc, So you’ll have a higher base Crit for when your Companion is dead as well as still gaining a bit of power since more crit can be replaced.
(Campaign)Supplements Paychecks, due to the new profession system I’d recommend this for campaign area’s since none of the boons will really be needed at all in these cases and any gold gain is better than none. ^~^
(Direct Dmg)None of these will make or break you with personal choice, though Severe Criticism obviously is the best for damage, not much overall but it’s something at least.
(Solo)Life-draining Job, not needed for most end-game gwf’s or in-general, but it’s quite helpful for more solo’ing hard content.
(Campaign)Hustling, for Campaign n’ getting things done quickly since Dmg isn’t needed, though Taking Break could also be helpful I just can’t see it being as useful for Campaign area’s sake.
(Recovery note)Taking Break, I can’t see this helping much in groups due to recovery being so absurdly high and due to how many CDR sources n’ power transfer with artificing.

General Stats

Simple breakdown on the Stats rough range that you should be stationed in for each Grade of Enchantments, yet implying you’re at the same gear range.

*Set to be Re-vamped this is just General Stats, certain stats will be excluded due to the rate in which they change is massive, or not really that important.

Armor Penetration

Recovery

Having a decent bit of recovery helps out with encounter powers, so having about 3-6k un-buffed passively granted is fine, with the use of Mount Insignia combo’s it’ll knock ya to 17-25k among other CDR will come quite in handy for fast Encounters.

Re-usable Consumables

Re-usable Consumables

Empowered Chain of Scales

Providing a nice range of buffs, but I´d only recommend the Mythic quality Chain. Though it can out-class the Adorable Pocket Pet.

Adorable Pocket Pet

Provides a range of effects, in which we really only want one of em(“Go for the Vitals” Buff), its not reliable to get the Critical Severity, but its more consistent than it´s new counterpart the Empowered Chain of Scales.

Tymora’s Lucky Coin

A small increase to a random stat, may not be much, but its something, though due to the odd changes you’ll likely just end up using the Pocket pet.

Upcoming Module

General thoughts on some upcoming items within the PC Preview/PC Severs current module.

Hi my name is Josh and this is my Cleric Parwen Valerian. my ingame tag is @iamsmokingone#2455, and you can also reach me at [email protected] my name on the Arc Neverwinter Forums is @pariswinters#7118 because my account name is banned there…..both are banned now <3 and I just recently made a twitch channel […]

Control Wizard Mod 15 PvE Guide Below, available in pdf, is my Mod 15 PvE Control Wizard guide. I decided to make a separate guide for mod 15 rather than updating my Guide to Wizardry (I’ll update it eventually, maybe) for two reasons. First, due to the amount of changes a lot of things requires […]

I am FNHUSA57. I started playing NeverWinter as a control wizard back in mod 5, it’s now mod 13 (on Xbox & PS4) and time for me to give you my updated build & full guide for the Control Wizard, (getting ready for mod 14). A bit about the CW: This class is very fun […]

The 9x Enchantments are referring to your front page(Character 4x Ring + 1x Shirt + 1x Neck + 1x Off-Hand + 2x Main-hand = 9x Offensive Slots), companion Enchantments are in the Companion section. -w- The reason why the Companions are mentioned is because depending on your comp it’ll mix up your front page. With the use of the Bold necklace yes. If you lack it (Like I do) then you may have to fiddle with Fierce or Heroic neck and make up for the loss in Armor Pen/Crit by using Savage/Demonic/Azure etc.

I have been reading that in 14 we may see some impressive mounts, companions, and enchantments that will possibly replace the current “bis” meta. Something to give Tensers Disc a run for its money!?! I will be anxious to hear your thoughts on mod 14 so I can prepare!

I personally don’t use anything other than Slam, Savage Advance can be used for CDR with BA feat, but suffers from Recovery Effectiveness so if you have Both Artificers Influence/Persuasion It’ll make SA’s CDR do Literally nothing for you.^-^ Never really was a fan of Crescendo for the damage it deals you’re at-wills will do the job better, at best it can be used to build determination if you need to fill it fast.(Remember also Fearbringers does play into the factor of decreasing daily’s Dmg furthermore)

The Companion CS/CA and the Stat CS/CA has been updated for you for a more in depth answer.

Well there is no Cap per say only on Bonus CA, just heavy diminishing returns on the Total, so in the case of companions such as Erenies n’ Magnus grow less n’ less effective the higher you’re CA n’ CS go, while newer companion as seen in M14 will likely be a lot more viable, yet if you were to pair it with these older ones it’d Make these older ones worse due to the diminishing effects. Hence current comps drop below 4% Damage increase in which other companions directly apply.

Around 80-85k for self buffing ya may break higher or lower if ya have certain things another may not, if you have practically all your items in place I’m sure it’ll be a bit over, shouldn’t matter too much. ^-^ It ranges a lot depending on what you have. Due to Comp Rings/Bondings/ect. So there’s no 100% vaild answer. Pretty much just make sure you have Armor Pen n’ Critical covered first, n’ ya golden. ^~^

Neko, so got a question for you. I know ( or so it seems – I don’t honestly know of course ) that you and Wicked Duck, and JRC all get along and share ideas and such for GWF builds. In your own opinion how do you compare your build versus say WickedDucks, as far as pros and cons of the differences ( which by my gap analysis is not really many)?

Where there are differences, any brief explanation as to your thinking why your choices are your choices in comparison would be really interesting and helpful.

I think they are both great builds, and each have certainly helped many players, but a direct comparison with some discussion about the differences I think would be really enlightening if you would not mind.

I’m mean yeah we get along, nothing to really argue about. :p I dunno who JRC do ya mean Rjc? My build simply provides Versatility, covering many points of the viability of the GWF. I don’t really compare/look at other guides so I guess there’s ya answer? ^-^

We like the game to an extent, and we enjoy our forgotten class, and we try our best to have others enjoy it as well.

Brutal are always a nice way to go since they’re easy to work with, just make sure you meet the Armor Pen requirement (For M14 that’s 100%, 85% for M13 peeps ) Then Make sure your crit is in the high 90% so 98-ish (personally 100% is ideal) Any excess then switch to rad or Black ice which ever keeps your crit where ya want it. All depends on your gear overall ^•^

Swarm is the ideal mount for a GWF. ^-^ Well if you’re missing some buffs in groups like AoC/Fire From a whell slave/Among all the other buffs if ya miss one or two of em Prominence is better. So generally Prominence is a bit more consistent c:

Understood thanks.
Why you say swarm is the ideal mount for a GWF? i like the combat power and probably is one of the best (if not the best), but i dont like it much 4000 LS..seems like a useless bonus, especially for a dps, am I wrong? while the T-Rex has 2k power/armor pen, much more useful for a dps.. or not?

Hey, Neko! I like your guide and it is really helping me out. My question is which power/feat build would you recommend more for leveling and solo content in endgame? I’d like to have my second load out being specific for solo content and like your recommendation. I assume the speed/campaign set but I hate assuming. Thanks again for the great guide.

Hey man I’d like to say that I love the detailed way you go through everything on your guide and this is always the guide I send people to when asked about end-game GWF builds.

I have one question tho in regards to Combat Advantage. You don’t cover it so much here and I read somewhere that CA after ~1400 has huge diminishing returns and should not be increased further. That means that with the 2 boons and off-hand weapon artifact power we can reach ~1200 combat advantage.
Now we have a new Artifact called Tymora’s Spinning Coin that gives +1000 CA and people are going crazy over it.

What do you think, is more CA worth it or sould one stop at 2 boons and the off-hand bonus?

No ^-^ 1,500 Power if you were at 0 Power prior would grant 3.759% Dmg increase, which is already below all ya general recommended companions, In solo lets say your at 100k that 1.5k Power Only will grant 1.072% Dmg increase. I’m the high end-game groups if your reaching 350k Power the 1.5k is only granting 0.385% Dmg increase

Hi Ltsmithneko,
great guide. I am level 58, but I was able to top the paingiver and executioner leaderboards in illusionist’s gambit. I do have some issues with tankiness though, as I have not invested in the sentinel paragon feats that much. I did die 2 times though during illusionist’s gambit, and I am very behind in terms of campaign. Even though I have an item level that is 2951, rocking power, armor pen, and defense that is over 3k, I am pretty squishy if I mess up my rotations. What are some solutions to that?